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- (function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(require,module,exports){
- require('./src/pathfinding').registerAll();
- },{"./src/pathfinding":7}],2:[function(require,module,exports){
- const BinaryHeap = require('./BinaryHeap');
- const utils = require('./utils.js');
- class AStar {
- static init (graph) {
- for (let x = 0; x < graph.length; x++) {
- //for(var x in graph) {
- const node = graph[x];
- node.f = 0;
- node.g = 0;
- node.h = 0;
- node.cost = 1.0;
- node.visited = false;
- node.closed = false;
- node.parent = null;
- }
- }
- static cleanUp (graph) {
- for (let x = 0; x < graph.length; x++) {
- const node = graph[x];
- delete node.f;
- delete node.g;
- delete node.h;
- delete node.cost;
- delete node.visited;
- delete node.closed;
- delete node.parent;
- }
- }
- static heap () {
- return new BinaryHeap(function (node) {
- return node.f;
- });
- }
- static search (graph, start, end) {
- this.init(graph);
- //heuristic = heuristic || astar.manhattan;
- const openHeap = this.heap();
- openHeap.push(start);
- while (openHeap.size() > 0) {
- // Grab the lowest f(x) to process next. Heap keeps this sorted for us.
- const currentNode = openHeap.pop();
- // End case -- result has been found, return the traced path.
- if (currentNode === end) {
- let curr = currentNode;
- const ret = [];
- while (curr.parent) {
- ret.push(curr);
- curr = curr.parent;
- }
- this.cleanUp(ret);
- return ret.reverse();
- }
- // Normal case -- move currentNode from open to closed, process each of its neighbours.
- currentNode.closed = true;
- // Find all neighbours for the current node. Optionally find diagonal neighbours as well (false by default).
- const neighbours = this.neighbours(graph, currentNode);
- for (let i = 0, il = neighbours.length; i < il; i++) {
- const neighbour = neighbours[i];
- if (neighbour.closed) {
- // Not a valid node to process, skip to next neighbour.
- continue;
- }
- // The g score is the shortest distance from start to current node.
- // We need to check if the path we have arrived at this neighbour is the shortest one we have seen yet.
- const gScore = currentNode.g + neighbour.cost;
- const beenVisited = neighbour.visited;
- if (!beenVisited || gScore < neighbour.g) {
- // Found an optimal (so far) path to this node. Take score for node to see how good it is.
- neighbour.visited = true;
- neighbour.parent = currentNode;
- if (!neighbour.centroid || !end.centroid) throw new Error('Unexpected state');
- neighbour.h = neighbour.h || this.heuristic(neighbour.centroid, end.centroid);
- neighbour.g = gScore;
- neighbour.f = neighbour.g + neighbour.h;
- if (!beenVisited) {
- // Pushing to heap will put it in proper place based on the 'f' value.
- openHeap.push(neighbour);
- } else {
- // Already seen the node, but since it has been rescored we need to reorder it in the heap
- openHeap.rescoreElement(neighbour);
- }
- }
- }
- }
- // No result was found - empty array signifies failure to find path.
- return [];
- }
- static heuristic (pos1, pos2) {
- return utils.distanceToSquared(pos1, pos2);
- }
- static neighbours (graph, node) {
- const ret = [];
- for (let e = 0; e < node.neighbours.length; e++) {
- ret.push(graph[node.neighbours[e]]);
- }
- return ret;
- }
- }
- module.exports = AStar;
- },{"./BinaryHeap":3,"./utils.js":6}],3:[function(require,module,exports){
- // javascript-astar
- // http://github.com/bgrins/javascript-astar
- // Freely distributable under the MIT License.
- // Implements the astar search algorithm in javascript using a binary heap.
- class BinaryHeap {
- constructor (scoreFunction) {
- this.content = [];
- this.scoreFunction = scoreFunction;
- }
- push (element) {
- // Add the new element to the end of the array.
- this.content.push(element);
- // Allow it to sink down.
- this.sinkDown(this.content.length - 1);
- }
- pop () {
- // Store the first element so we can return it later.
- const result = this.content[0];
- // Get the element at the end of the array.
- const end = this.content.pop();
- // If there are any elements left, put the end element at the
- // start, and let it bubble up.
- if (this.content.length > 0) {
- this.content[0] = end;
- this.bubbleUp(0);
- }
- return result;
- }
- remove (node) {
- const i = this.content.indexOf(node);
- // When it is found, the process seen in 'pop' is repeated
- // to fill up the hole.
- const end = this.content.pop();
- if (i !== this.content.length - 1) {
- this.content[i] = end;
- if (this.scoreFunction(end) < this.scoreFunction(node)) {
- this.sinkDown(i);
- } else {
- this.bubbleUp(i);
- }
- }
- }
- size () {
- return this.content.length;
- }
- rescoreElement (node) {
- this.sinkDown(this.content.indexOf(node));
- }
- sinkDown (n) {
- // Fetch the element that has to be sunk.
- const element = this.content[n];
- // When at 0, an element can not sink any further.
- while (n > 0) {
- // Compute the parent element's index, and fetch it.
- const parentN = ((n + 1) >> 1) - 1;
- const parent = this.content[parentN];
- if (this.scoreFunction(element) < this.scoreFunction(parent)) {
- // Swap the elements if the parent is greater.
- this.content[parentN] = element;
- this.content[n] = parent;
- // Update 'n' to continue at the new position.
- n = parentN;
- } else {
- // Found a parent that is less, no need to sink any further.
- break;
- }
- }
- }
- bubbleUp (n) {
- // Look up the target element and its score.
- const length = this.content.length,
- element = this.content[n],
- elemScore = this.scoreFunction(element);
- while (true) {
- // Compute the indices of the child elements.
- const child2N = (n + 1) << 1,
- child1N = child2N - 1;
- // This is used to store the new position of the element,
- // if any.
- let swap = null;
- let child1Score;
- // If the first child exists (is inside the array)...
- if (child1N < length) {
- // Look it up and compute its score.
- const child1 = this.content[child1N];
- child1Score = this.scoreFunction(child1);
- // If the score is less than our element's, we need to swap.
- if (child1Score < elemScore) {
- swap = child1N;
- }
- }
- // Do the same checks for the other child.
- if (child2N < length) {
- const child2 = this.content[child2N],
- child2Score = this.scoreFunction(child2);
- if (child2Score < (swap === null ? elemScore : child1Score)) {
- swap = child2N;
- }
- }
- // If the element needs to be moved, swap it, and continue.
- if (swap !== null) {
- this.content[n] = this.content[swap];
- this.content[swap] = element;
- n = swap;
- }
- // Otherwise, we are done.
- else {
- break;
- }
- }
- }
- }
- module.exports = BinaryHeap;
- },{}],4:[function(require,module,exports){
- const utils = require('./utils');
- class Channel {
- constructor () {
- this.portals = [];
- }
- push (p1, p2) {
- if (p2 === undefined) p2 = p1;
- this.portals.push({
- left: p1,
- right: p2
- });
- }
- stringPull () {
- const portals = this.portals;
- const pts = [];
- // Init scan state
- let portalApex, portalLeft, portalRight;
- let apexIndex = 0,
- leftIndex = 0,
- rightIndex = 0;
- portalApex = portals[0].left;
- portalLeft = portals[0].left;
- portalRight = portals[0].right;
- // Add start point.
- pts.push(portalApex);
- for (let i = 1; i < portals.length; i++) {
- const left = portals[i].left;
- const right = portals[i].right;
- // Update right vertex.
- if (utils.triarea2(portalApex, portalRight, right) <= 0.0) {
- if (utils.vequal(portalApex, portalRight) || utils.triarea2(portalApex, portalLeft, right) > 0.0) {
- // Tighten the funnel.
- portalRight = right;
- rightIndex = i;
- } else {
- // Right over left, insert left to path and restart scan from portal left point.
- pts.push(portalLeft);
- // Make current left the new apex.
- portalApex = portalLeft;
- apexIndex = leftIndex;
- // Reset portal
- portalLeft = portalApex;
- portalRight = portalApex;
- leftIndex = apexIndex;
- rightIndex = apexIndex;
- // Restart scan
- i = apexIndex;
- continue;
- }
- }
- // Update left vertex.
- if (utils.triarea2(portalApex, portalLeft, left) >= 0.0) {
- if (utils.vequal(portalApex, portalLeft) || utils.triarea2(portalApex, portalRight, left) < 0.0) {
- // Tighten the funnel.
- portalLeft = left;
- leftIndex = i;
- } else {
- // Left over right, insert right to path and restart scan from portal right point.
- pts.push(portalRight);
- // Make current right the new apex.
- portalApex = portalRight;
- apexIndex = rightIndex;
- // Reset portal
- portalLeft = portalApex;
- portalRight = portalApex;
- leftIndex = apexIndex;
- rightIndex = apexIndex;
- // Restart scan
- i = apexIndex;
- continue;
- }
- }
- }
- if ((pts.length === 0) || (!utils.vequal(pts[pts.length - 1], portals[portals.length - 1].left))) {
- // Append last point to path.
- pts.push(portals[portals.length - 1].left);
- }
- this.path = pts;
- return pts;
- }
- }
- module.exports = Channel;
- },{"./utils":6}],5:[function(require,module,exports){
- const utils = require('./utils');
- const AStar = require('./AStar');
- const Channel = require('./Channel');
- var polygonId = 1;
- var buildPolygonGroups = function (navigationMesh) {
- var polygons = navigationMesh.polygons;
- var polygonGroups = [];
- var groupCount = 0;
- var spreadGroupId = function (polygon) {
- polygon.neighbours.forEach((neighbour) => {
- if (neighbour.group === undefined) {
- neighbour.group = polygon.group;
- spreadGroupId(neighbour);
- }
- });
- };
- polygons.forEach((polygon) => {
- if (polygon.group === undefined) {
- polygon.group = groupCount++;
- // Spread it
- spreadGroupId(polygon);
- }
- if (!polygonGroups[polygon.group]) polygonGroups[polygon.group] = [];
- polygonGroups[polygon.group].push(polygon);
- });
- console.log('Groups built: ', polygonGroups.length);
- return polygonGroups;
- };
- var buildPolygonNeighbours = function (polygon, navigationMesh) {
- polygon.neighbours = [];
- // All other nodes that contain at least two of our vertices are our neighbours
- for (var i = 0, len = navigationMesh.polygons.length; i < len; i++) {
- if (polygon === navigationMesh.polygons[i]) continue;
- // Don't check polygons that are too far, since the intersection tests take a long time
- if (polygon.centroid.distanceToSquared(navigationMesh.polygons[i].centroid) > 100 * 100) continue;
- var matches = utils.array_intersect(polygon.vertexIds, navigationMesh.polygons[i].vertexIds);
- if (matches.length >= 2) {
- polygon.neighbours.push(navigationMesh.polygons[i]);
- }
- }
- };
- var buildPolygonsFromGeometry = function (geometry) {
- console.log('Vertices:', geometry.vertices.length, 'polygons:', geometry.faces.length);
- var polygons = [];
- var vertices = geometry.vertices;
- var faceVertexUvs = geometry.faceVertexUvs;
- // Convert the faces into a custom format that supports more than 3 vertices
- geometry.faces.forEach((face) => {
- polygons.push({
- id: polygonId++,
- vertexIds: [face.a, face.b, face.c],
- centroid: face.centroid,
- normal: face.normal,
- neighbours: []
- });
- });
- var navigationMesh = {
- polygons: polygons,
- vertices: vertices,
- faceVertexUvs: faceVertexUvs
- };
- // Build a list of adjacent polygons
- polygons.forEach((polygon) => {
- buildPolygonNeighbours(polygon, navigationMesh);
- });
- return navigationMesh;
- };
- var buildNavigationMesh = function (geometry) {
- // Prepare geometry
- utils.computeCentroids(geometry);
- geometry.mergeVertices();
- return buildPolygonsFromGeometry(geometry);
- };
- var getSharedVerticesInOrder = function (a, b) {
- var aList = a.vertexIds;
- var bList = b.vertexIds;
- var sharedVertices = [];
- aList.forEach((vId) => {
- if (bList.includes(vId)) {
- sharedVertices.push(vId);
- }
- });
- if (sharedVertices.length < 2) return [];
- // console.log("TRYING aList:", aList, ", bList:", bList, ", sharedVertices:", sharedVertices);
- if (sharedVertices.includes(aList[0]) && sharedVertices.includes(aList[aList.length - 1])) {
- // Vertices on both edges are bad, so shift them once to the left
- aList.push(aList.shift());
- }
- if (sharedVertices.includes(bList[0]) && sharedVertices.includes(bList[bList.length - 1])) {
- // Vertices on both edges are bad, so shift them once to the left
- bList.push(bList.shift());
- }
- // Again!
- sharedVertices = [];
- aList.forEach((vId) => {
- if (bList.includes(vId)) {
- sharedVertices.push(vId);
- }
- });
- return sharedVertices;
- };
- var groupNavMesh = function (navigationMesh) {
- var saveObj = {};
- navigationMesh.vertices.forEach((v) => {
- v.x = utils.roundNumber(v.x, 2);
- v.y = utils.roundNumber(v.y, 2);
- v.z = utils.roundNumber(v.z, 2);
- });
- saveObj.vertices = navigationMesh.vertices;
- var groups = buildPolygonGroups(navigationMesh);
- saveObj.groups = [];
- var findPolygonIndex = function (group, p) {
- for (var i = 0; i < group.length; i++) {
- if (p === group[i]) return i;
- }
- };
- groups.forEach((group) => {
- var newGroup = [];
- group.forEach((p) => {
- var neighbours = [];
- p.neighbours.forEach((n) => {
- neighbours.push(findPolygonIndex(group, n));
- });
- // Build a portal list to each neighbour
- var portals = [];
- p.neighbours.forEach((n) => {
- portals.push(getSharedVerticesInOrder(p, n));
- });
- p.centroid.x = utils.roundNumber(p.centroid.x, 2);
- p.centroid.y = utils.roundNumber(p.centroid.y, 2);
- p.centroid.z = utils.roundNumber(p.centroid.z, 2);
- newGroup.push({
- id: findPolygonIndex(group, p),
- neighbours: neighbours,
- vertexIds: p.vertexIds,
- centroid: p.centroid,
- portals: portals
- });
- });
- saveObj.groups.push(newGroup);
- });
- return saveObj;
- };
- var zoneNodes = {};
- module.exports = {
- buildNodes: function (geometry) {
- var navigationMesh = buildNavigationMesh(geometry);
- var zoneNodes = groupNavMesh(navigationMesh);
- return zoneNodes;
- },
- setZoneData: function (zone, data) {
- zoneNodes[zone] = data;
- },
- getGroup: function (zone, position) {
- if (!zoneNodes[zone]) return null;
- var closestNodeGroup = null;
- var distance = Math.pow(50, 2);
- zoneNodes[zone].groups.forEach((group, index) => {
- group.forEach((node) => {
- var measuredDistance = utils.distanceToSquared(node.centroid, position);
- if (measuredDistance < distance) {
- closestNodeGroup = index;
- distance = measuredDistance;
- }
- });
- });
- return closestNodeGroup;
- },
- getRandomNode: function (zone, group, nearPosition, nearRange) {
- if (!zoneNodes[zone]) return new THREE.Vector3();
- nearPosition = nearPosition || null;
- nearRange = nearRange || 0;
- var candidates = [];
- var polygons = zoneNodes[zone].groups[group];
- polygons.forEach((p) => {
- if (nearPosition && nearRange) {
- if (utils.distanceToSquared(nearPosition, p.centroid) < nearRange * nearRange) {
- candidates.push(p.centroid);
- }
- } else {
- candidates.push(p.centroid);
- }
- });
- return utils.sample(candidates) || new THREE.Vector3();
- },
- getClosestNode: function (position, zone, group, checkPolygon = false) {
- const nodes = zoneNodes[zone].groups[group];
- const vertices = zoneNodes[zone].vertices;
- let closestNode = null;
- let closestDistance = Infinity;
- nodes.forEach((node) => {
- const distance = utils.distanceToSquared(node.centroid, position);
- if (distance < closestDistance
- && (!checkPolygon || utils.isVectorInPolygon(position, node, vertices))) {
- closestNode = node;
- closestDistance = distance;
- }
- });
- return closestNode;
- },
- findPath: function (startPosition, targetPosition, zone, group) {
- const nodes = zoneNodes[zone].groups[group];
- const vertices = zoneNodes[zone].vertices;
- const closestNode = this.getClosestNode(startPosition, zone, group);
- const farthestNode = this.getClosestNode(targetPosition, zone, group, true);
- // If we can't find any node, just go straight to the target
- if (!closestNode || !farthestNode) {
- return null;
- }
- const paths = AStar.search(nodes, closestNode, farthestNode);
- const getPortalFromTo = function (a, b) {
- for (var i = 0; i < a.neighbours.length; i++) {
- if (a.neighbours[i] === b.id) {
- return a.portals[i];
- }
- }
- };
- // We have the corridor, now pull the rope.
- const channel = new Channel();
- channel.push(startPosition);
- for (let i = 0; i < paths.length; i++) {
- const polygon = paths[i];
- const nextPolygon = paths[i + 1];
- if (nextPolygon) {
- const portals = getPortalFromTo(polygon, nextPolygon);
- channel.push(
- vertices[portals[0]],
- vertices[portals[1]]
- );
- }
- }
- channel.push(targetPosition);
- channel.stringPull();
- // Return the path, omitting first position (which is already known).
- const path = channel.path.map((c) => new THREE.Vector3(c.x, c.y, c.z));
- path.shift();
- return path;
- }
- };
- },{"./AStar":2,"./Channel":4,"./utils":6}],6:[function(require,module,exports){
- class Utils {
- static computeCentroids (geometry) {
- var f, fl, face;
- for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
- face = geometry.faces[ f ];
- face.centroid = new THREE.Vector3( 0, 0, 0 );
- face.centroid.add( geometry.vertices[ face.a ] );
- face.centroid.add( geometry.vertices[ face.b ] );
- face.centroid.add( geometry.vertices[ face.c ] );
- face.centroid.divideScalar( 3 );
- }
- }
- static roundNumber (number, decimals) {
- var newnumber = Number(number + '').toFixed(parseInt(decimals));
- return parseFloat(newnumber);
- }
- static sample (list) {
- return list[Math.floor(Math.random() * list.length)];
- }
- static mergeVertexIds (aList, bList) {
- var sharedVertices = [];
- aList.forEach((vID) => {
- if (bList.indexOf(vID) >= 0) {
- sharedVertices.push(vID);
- }
- });
- if (sharedVertices.length < 2) return [];
- if (sharedVertices.includes(aList[0]) && sharedVertices.includes(aList[aList.length - 1])) {
- // Vertices on both edges are bad, so shift them once to the left
- aList.push(aList.shift());
- }
- if (sharedVertices.includes(bList[0]) && sharedVertices.includes(bList[bList.length - 1])) {
- // Vertices on both edges are bad, so shift them once to the left
- bList.push(bList.shift());
- }
- // Again!
- sharedVertices = [];
- aList.forEach((vId) => {
- if (bList.includes(vId)) {
- sharedVertices.push(vId);
- }
- });
- var clockwiseMostSharedVertex = sharedVertices[1];
- var counterClockwiseMostSharedVertex = sharedVertices[0];
- var cList = aList.slice();
- while (cList[0] !== clockwiseMostSharedVertex) {
- cList.push(cList.shift());
- }
- var c = 0;
- var temp = bList.slice();
- while (temp[0] !== counterClockwiseMostSharedVertex) {
- temp.push(temp.shift());
- if (c++ > 10) throw new Error('Unexpected state');
- }
- // Shave
- temp.shift();
- temp.pop();
- cList = cList.concat(temp);
- return cList;
- }
- static setPolygonCentroid (polygon, navigationMesh) {
- var sum = new THREE.Vector3();
- var vertices = navigationMesh.vertices;
- polygon.vertexIds.forEach((vId) => {
- sum.add(vertices[vId]);
- });
- sum.divideScalar(polygon.vertexIds.length);
- polygon.centroid.copy(sum);
- }
- static cleanPolygon (polygon, navigationMesh) {
- var newVertexIds = [];
- var vertices = navigationMesh.vertices;
- for (var i = 0; i < polygon.vertexIds.length; i++) {
- var vertex = vertices[polygon.vertexIds[i]];
- var nextVertexId, previousVertexId;
- var nextVertex, previousVertex;
- // console.log("nextVertex: ", nextVertex);
- if (i === 0) {
- nextVertexId = polygon.vertexIds[1];
- previousVertexId = polygon.vertexIds[polygon.vertexIds.length - 1];
- } else if (i === polygon.vertexIds.length - 1) {
- nextVertexId = polygon.vertexIds[0];
- previousVertexId = polygon.vertexIds[polygon.vertexIds.length - 2];
- } else {
- nextVertexId = polygon.vertexIds[i + 1];
- previousVertexId = polygon.vertexIds[i - 1];
- }
- nextVertex = vertices[nextVertexId];
- previousVertex = vertices[previousVertexId];
- var a = nextVertex.clone().sub(vertex);
- var b = previousVertex.clone().sub(vertex);
- var angle = a.angleTo(b);
- // console.log(angle);
- if (angle > Math.PI - 0.01 && angle < Math.PI + 0.01) {
- // Unneccesary vertex
- // console.log("Unneccesary vertex: ", polygon.vertexIds[i]);
- // console.log("Angle between "+previousVertexId+", "+polygon.vertexIds[i]+" "+nextVertexId+" was: ", angle);
- // Remove the neighbours who had this vertex
- var goodNeighbours = [];
- polygon.neighbours.forEach((neighbour) => {
- if (!neighbour.vertexIds.includes(polygon.vertexIds[i])) {
- goodNeighbours.push(neighbour);
- }
- });
- polygon.neighbours = goodNeighbours;
- // TODO cleanup the list of vertices and rebuild vertexIds for all polygons
- } else {
- newVertexIds.push(polygon.vertexIds[i]);
- }
- }
- // console.log("New vertexIds: ", newVertexIds);
- polygon.vertexIds = newVertexIds;
- setPolygonCentroid(polygon, navigationMesh);
- }
- static isConvex (polygon, navigationMesh) {
- var vertices = navigationMesh.vertices;
- if (polygon.vertexIds.length < 3) return false;
- var convex = true;
- var total = 0;
- var results = [];
- for (var i = 0; i < polygon.vertexIds.length; i++) {
- var vertex = vertices[polygon.vertexIds[i]];
- var nextVertex, previousVertex;
- if (i === 0) {
- nextVertex = vertices[polygon.vertexIds[1]];
- previousVertex = vertices[polygon.vertexIds[polygon.vertexIds.length - 1]];
- } else if (i === polygon.vertexIds.length - 1) {
- nextVertex = vertices[polygon.vertexIds[0]];
- previousVertex = vertices[polygon.vertexIds[polygon.vertexIds.length - 2]];
- } else {
- nextVertex = vertices[polygon.vertexIds[i + 1]];
- previousVertex = vertices[polygon.vertexIds[i - 1]];
- }
- var a = nextVertex.clone().sub(vertex);
- var b = previousVertex.clone().sub(vertex);
- var angle = a.angleTo(b);
- total += angle;
- if (angle === Math.PI || angle === 0) return false;
- var r = a.cross(b).y;
- results.push(r);
- }
- // if ( total > (polygon.vertexIds.length-2)*Math.PI ) return false;
- results.forEach((r) => {
- if (r === 0) convex = false;
- });
- if (results[0] > 0) {
- results.forEach((r) => {
- if (r < 0) convex = false;
- });
- } else {
- results.forEach((r) => {
- if (r > 0) convex = false;
- });
- }
- return convex;
- }
- static distanceToSquared (a, b) {
- var dx = a.x - b.x;
- var dy = a.y - b.y;
- var dz = a.z - b.z;
- return dx * dx + dy * dy + dz * dz;
- }
- //+ Jonas Raoni Soares Silva
- //@ http://jsfromhell.com/math/is-point-in-poly [rev. #0]
- static isPointInPoly (poly, pt) {
- for (var c = false, i = -1, l = poly.length, j = l - 1; ++i < l; j = i)
- ((poly[i].z <= pt.z && pt.z < poly[j].z) || (poly[j].z <= pt.z && pt.z < poly[i].z)) && (pt.x < (poly[j].x - poly[i].x) * (pt.z - poly[i].z) / (poly[j].z - poly[i].z) + poly[i].x) && (c = !c);
- return c;
- }
- static isVectorInPolygon (vector, polygon, vertices) {
- // reference point will be the centroid of the polygon
- // We need to rotate the vector as well as all the points which the polygon uses
- var lowestPoint = 100000;
- var highestPoint = -100000;
- var polygonVertices = [];
- polygon.vertexIds.forEach((vId) => {
- lowestPoint = Math.min(vertices[vId].y, lowestPoint);
- highestPoint = Math.max(vertices[vId].y, highestPoint);
- polygonVertices.push(vertices[vId]);
- });
- if (vector.y < highestPoint + 0.5 && vector.y > lowestPoint - 0.5 &&
- this.isPointInPoly(polygonVertices, vector)) {
- return true;
- }
- return false;
- }
- static triarea2 (a, b, c) {
- var ax = b.x - a.x;
- var az = b.z - a.z;
- var bx = c.x - a.x;
- var bz = c.z - a.z;
- return bx * az - ax * bz;
- }
- static vequal (a, b) {
- return this.distanceToSquared(a, b) < 0.00001;
- }
- static array_intersect () {
- let i, shortest, nShortest, n, len, ret = [],
- obj = {},
- nOthers;
- nOthers = arguments.length - 1;
- nShortest = arguments[0].length;
- shortest = 0;
- for (i = 0; i <= nOthers; i++) {
- n = arguments[i].length;
- if (n < nShortest) {
- shortest = i;
- nShortest = n;
- }
- }
- for (i = 0; i <= nOthers; i++) {
- n = (i === shortest) ? 0 : (i || shortest); //Read the shortest array first. Read the first array instead of the shortest
- len = arguments[n].length;
- for (var j = 0; j < len; j++) {
- var elem = arguments[n][j];
- if (obj[elem] === i - 1) {
- if (i === nOthers) {
- ret.push(elem);
- obj[elem] = 0;
- } else {
- obj[elem] = i;
- }
- } else if (i === 0) {
- obj[elem] = 0;
- }
- }
- }
- return ret;
- }
- }
- module.exports = Utils;
- },{}],7:[function(require,module,exports){
- module.exports = {
- 'nav-mesh': require('./nav-mesh'),
- 'nav-controller': require('./nav-controller'),
- 'system': require('./system'),
- registerAll: function (AFRAME) {
- if (this._registered) return;
- AFRAME = AFRAME || window.AFRAME;
- if (!AFRAME.components['nav-mesh']) {
- AFRAME.registerComponent('nav-mesh', this['nav-mesh']);
- }
- if (!AFRAME.components['nav-controller']) {
- AFRAME.registerComponent('nav-controller', this['nav-controller']);
- }
- if (!AFRAME.systems.nav) {
- AFRAME.registerSystem('nav', this.system);
- }
- this._registered = true;
- }
- };
- },{"./nav-controller":8,"./nav-mesh":9,"./system":10}],8:[function(require,module,exports){
- module.exports = {
- schema: {
- destination: {type: 'vec3'},
- active: {default: false},
- speed: {default: 2}
- },
- init: function () {
- this.system = this.el.sceneEl.systems.nav;
- this.system.addController(this);
- this.path = [];
- this.raycaster = new THREE.Raycaster();
- },
- remove: function () {
- this.system.removeController(this);
- },
- update: function () {
- this.path.length = 0;
- },
- tick: (function () {
- var vDest = new THREE.Vector3();
- var vDelta = new THREE.Vector3();
- var vNext = new THREE.Vector3();
- return function (t, dt) {
- var el = this.el;
- var data = this.data;
- var raycaster = this.raycaster;
- var speed = data.speed * dt / 1000;
- if (!data.active) return;
- // Use PatrolJS pathfinding system to get shortest path to target.
- if (!this.path.length) {
- this.path = this.system.getPath(this.el.object3D, vDest.copy(data.destination));
- this.path = this.path || [];
- el.emit('nav-start');
- }
- // If no path is found, exit.
- if (!this.path.length) {
- console.warn('[nav] Unable to find path to %o.', data.destination);
- this.el.setAttribute('nav-controller', {active: false});
- el.emit('nav-end');
- return;
- }
- // Current segment is a vector from current position to next waypoint.
- var vCurrent = el.object3D.position;
- var vWaypoint = this.path[0];
- vDelta.subVectors(vWaypoint, vCurrent);
- var distance = vDelta.length();
- var gazeTarget;
- if (distance < speed) {
- // If <1 step from current waypoint, discard it and move toward next.
- this.path.shift();
- // After discarding the last waypoint, exit pathfinding.
- if (!this.path.length) {
- this.el.setAttribute('nav-controller', {active: false});
- el.emit('nav-end');
- return;
- } else {
- gazeTarget = this.path[0];
- }
- } else {
- // If still far away from next waypoint, find next position for
- // the current frame.
- vNext.copy(vDelta.setLength(speed)).add(vCurrent);
- gazeTarget = vWaypoint;
- }
- // Look at the next waypoint.
- gazeTarget.y = vCurrent.y;
- el.object3D.lookAt(gazeTarget);
- // Raycast against the nav mesh, to keep the controller moving along the
- // ground, not traveling in a straight line from higher to lower waypoints.
- raycaster.ray.origin.copy(vNext);
- raycaster.ray.origin.y += 1.5;
- raycaster.ray.direction.y = -1;
- var intersections = raycaster.intersectObject(this.system.getNavMesh());
- if (!intersections.length) {
- // Raycasting failed. Step toward the waypoint and hope for the best.
- vCurrent.copy(vNext);
- } else {
- // Re-project next position onto nav mesh.
- vDelta.subVectors(intersections[0].point, vCurrent);
- vCurrent.add(vDelta.setLength(speed));
- }
- };
- }())
- };
- },{}],9:[function(require,module,exports){
- /**
- * nav-mesh
- *
- * Waits for a mesh to be loaded on the current entity, then sets it as the
- * nav mesh in the pathfinding system.
- */
- module.exports = {
- init: function () {
- this.system = this.el.sceneEl.systems.nav;
- this.loadNavMesh();
- this.el.addEventListener('model-loaded', this.loadNavMesh.bind(this));
- },
- loadNavMesh: function () {
- var object = this.el.getObject3D('mesh');
- if (!object) return;
- var navMesh;
- object.traverse(function (node) {
- if (node.isMesh) navMesh = node;
- });
- if (!navMesh) return;
- this.system.setNavMesh(navMesh);
- }
- };
- },{}],10:[function(require,module,exports){
- var Path = require('three-pathfinding');
- /**
- * nav
- *
- * Pathfinding system, using PatrolJS.
- */
- module.exports = {
- init: function () {
- this.navMesh = null;
- this.nodes = null;
- this.controllers = new Set();
- },
- /**
- * @param {THREE.Mesh} mesh
- */
- setNavMesh: function (mesh) {
- var geometry = mesh.geometry.isBufferGeometry
- ? new THREE.Geometry().fromBufferGeometry(mesh.geometry)
- : mesh.geometry;
- this.navMesh = new THREE.Mesh(geometry);
- this.nodes = Path.buildNodes(this.navMesh.geometry);
- Path.setZoneData('level', this.nodes);
- },
- /**
- * @return {THREE.Mesh}
- */
- getNavMesh: function () {
- return this.navMesh;
- },
- /**
- * @param {NavController} ctrl
- */
- addController: function (ctrl) {
- this.controllers.add(ctrl);
- },
- /**
- * @param {NavController} ctrl
- */
- removeController: function (ctrl) {
- this.controllers.remove(ctrl);
- },
- /**
- * @param {NavController} ctrl
- * @param {THREE.Vector3} target
- * @return {Array<THREE.Vector3>}
- */
- getPath: function (ctrl, target) {
- var start = ctrl.el.object3D.position;
- // TODO(donmccurdy): Current group should be cached.
- var group = Path.getGroup('level', start);
- return Path.findPath(start, target, 'level', group);
- }
- };
- },{"three-pathfinding":5}]},{},[1]);
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